Kevin Camp
Forum Replies Created
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Kevin Camp
September 4, 2014 at 10:09 pm in reply to: loop thru an array to find and save the higher of compared numbersi think this does what you are asking:
myArray = [1,2,3,4,5,6,7,8,9];
n=0;
for (i=0; i<myArray.length; i++){
n=Math.max(n,myArray[i]);
}
nit will loop through every value in the array and return the highest value or zero, whichever is higher.
Kevin Camp
Art Director
KCPQ, KZJO & KRCW -
i agree with john, it’s probably a 2d layer. if you are having trouble figuring it out, upload a screen shot of your timeline with the misbehaving layer highlighted, and we should be able to point out what to change.
Kevin Camp
Art Director
KCPQ, KZJO & KRCW -
unless there are new options in newer versions or ae, you can’t render the other views, just the active camera.
you have several cameras in a scene and just make any one of them active to render from that viewpoint, however, the render will be that of a 3d camera, and not flat projection as the ‘front’ or ‘back’ [etc.] view would be.
you can make the viewpoint ‘flatter’ by moving the camera further away, and increasing the focal length/zoom, but there will always be some 3d perspective to the projection.
Kevin Camp
Art Director
KCPQ, KZJO & KRCW -
Kevin Camp
September 4, 2014 at 3:34 pm in reply to: How did they make Electro’s Lightning in Spiderman 2?this seems to do a pretty good job of replicating the effect:
https://www.youtube.com/watch?v=jcgPixxgf-Y
Kevin Camp
Art Director
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Kevin Camp
September 3, 2014 at 10:48 pm in reply to: Making the write-on effect smarter and more efficient.you might try a particle system.
trapcode’s particular can do this quite well, but you could use cc particle systems ii with an expression to have the producer position track a null and set the radius to 0.
you’d need to set the particle velocity and gravity to 0, and set the particle to ‘lens’ and the opacity to constant. then fiddle with the other settings to make the line that you need.
you can even link the birthrate to the speed of the null so it produces more particles when it moves faster and fewer when it moves slower to try and be more efficient. the expression would be something like this:
thisComp.layer(“Null 1”).transform.position.speed / 100
just set the 100 value as needed to produce a line and not a series of dots.
Kevin Camp
Art Director
KCPQ, KZJO & KRCW -
instead of using stroke from the character palette, select the text layer and choose layer>layer style>stroke.
then twirl down the text layer properties to layer styles>advanced blending and set the fill opacity to 0.
set the layer style>stroke settings as needed.
Kevin Camp
Art Director
KCPQ, KZJO & KRCW -
Kevin Camp
September 3, 2014 at 5:59 pm in reply to: Anyone know how to create a good dot-matrix effect on stock footage?the grid effect will also work… small grid size, small border, enable invert and stencil alpha options
grid renders faster than ball action, which may make a difference if you are doing a lot of these or combining with other effects.
Kevin Camp
Art Director
KCPQ, KZJO & KRCW -
you’ll often have trouble with red over darker backgrounds (or dark over red) with yuv codecs… it has to do with how red is generated from the yuv components.
to test if this is the issue, you can try either using a different color for the text, or a different brighter background (or brighten up the area of you shot where the red text is over).
Kevin Camp
Art Director
KCPQ, KZJO & KRCW -
i’m not familiar with fraps or the fps1 codec, but if the container (or the file type) is not quicktime (with a .mov extension), i would convert it to quicktime.
if you have software that can do the conversion, i would probably choose photo-jpeg as the codec to encode the quicktime file.
Kevin Camp
Art Director
KCPQ, KZJO & KRCW -
i have an older version of particular, so this may be different in your version.
since i have no ‘world’ property, i would use a directional emitter and rotate it the direction that i needed the rain to fall (which may be the equivalent to ‘world properties’).
then i’d adjust the particle rotation to counter the emitter rotation, so they looked like they were falling the right direction.
but i wouldn’t do this in a precomp, i’d do it in the main comp with the floor.
Kevin Camp
Art Director
KCPQ, KZJO & KRCW